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io_export_unreal_psk_psa.py 70.8 KiB
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            final_parent_id = nbone
            nbone = nbone + 1
            #tail = tail-head
            
        my_id = nbone
        
        pb = make_vbone(blender_bone.name, final_parent_id, child_count, quat, set_position)
        psk_file.AddBone(pb)
        pbb = make_namedbonebinary(blender_bone.name, final_parent_id, child_count, quat, set_position, 1)
        psa_file.StoreBone(pbb)
    
        nbone = nbone + 1
        
        #RG - dump influences for this bone - use the data we collected in the mesh dump phase
        # to map our bones to vertex groups
        #print("///////////////////////")
        #print("set influence")
        if blender_bone.name in psk_file.VertexGroups:
            vertex_list = psk_file.VertexGroups[blender_bone.name]
            #print("vertex list:", len(vertex_list), " of >" ,blender_bone.name )
            for vertex_data in vertex_list:
                #print("set influence vettex")
                point_index = vertex_data[0]
                vertex_weight = vertex_data[1]
                influence = VRawBoneInfluence()
                influence.Weight = vertex_weight
                influence.BoneIndex = my_id
                influence.PointIndex = point_index
                #print ('Adding Bone Influence for [%s] = Point Index=%i, Weight=%f' % (blender_bone.name, point_index, vertex_weight))
                #print("adding influence")
                psk_file.AddInfluence(influence)
        
        #blender_bone.matrix_local
        #recursively dump child bones
        mainparent = parent_matrix
        #if len(blender_bone.children) > 0:
        for current_child_bone in blender_bone.children:
            parse_bone(current_child_bone, psk_file, psa_file, my_id, 0, mainparent, parent_root)
    
    
    def parse_armature(blender_armature, psk_file, psa_file):
    
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        print ("----- parsing armature -----")
        print ('blender_armature length: %i' % (len(blender_armature)))
        
        #magic 0 sized root bone for UT - this is where all armature dummy bones will attach
        #dont increment nbone here because we initialize it to 1 (hackity hackity hack)
    
        #count top level bones first. NOT EFFICIENT.
        child_count = 0
        for current_obj in blender_armature: 
            current_armature = current_obj.data
            bones = [x for x in current_armature.bones if not x.parent is None]
            child_count += len(bones)
    
        for current_obj in blender_armature:
            print ("Current Armature Name: " + current_obj.name)
            current_armature = current_obj.data
            #armature_id = make_armature_bone(current_obj, psk_file, psa_file)
            
            #we dont want children here - only the top level bones of the armature itself
            #we will recursively dump the child bones as we dump these bones
            """
            bones = [x for x in current_armature.bones if not x.parent is None]
            #will ingore this part of the ocde
            """
            for current_bone in current_armature.bones: #list the bone. #note this will list all the bones.
                if(current_bone.parent is None):
                    parse_bone(current_bone, psk_file, psa_file, 0, 0, current_obj.matrix_local, None)
                    break
    
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    # get blender objects by type        
    
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        return [x for x in objects if x.type == intype]
                
    
    #strips current extension (if any) from filename and replaces it with extension passed in
    def make_filename_ext(filename, extension):
    
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        new_filename = ''
        extension_index = filename.find('.')
        
        if extension_index == -1:
            new_filename = filename + extension
        else:
            new_filename = filename[0:extension_index] + extension
            
        return new_filename
    
    
    # returns the quaternion Grassman product a*b
    # this is the same as the rotation a(b(x)) 
    # (ie. the same as B*A if A and B are matrices representing 
    # the rotations described by quaternions a and b)
    
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    def grassman(a, b):    
    
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        return mathutils.Quaternion(
            a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z,
            a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y,
            a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x,
            a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w)
            
    
    def parse_animation(blender_scene, blender_armatures, psa_file):
    
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        #to do list:
        #need to list the action sets
        #need to check if there animation
        #need to check if animation is has one frame then exit it
        print ('\n----- parsing animation -----')
        render_data = blender_scene.render
        bHaveAction = True
        
        anim_rate = render_data.fps
        
        print("==== Blender Settings ====")
        print ('Scene: %s Start Frame: %i, End Frame: %i' % (blender_scene.name, blender_scene.frame_start, blender_scene.frame_end))
        print ('Frames Per Sec: %i' % anim_rate)
        print ("Default FPS: 24" )
        
        cur_frame_index = 0
        
        if bpy.context.scene.unrealactionexportall :#if exporting all actions is ture then go do some work.
            print("Exporting all action:",bpy.context.scene.unrealactionexportall)
            print("[==== Action list Start====]")
            
            print("Number of Action set(s):",len(bpy.data.actions))
            
            for action in bpy.data.actions:#current number action sets
                print("========>>>>>")
                print("Action Name:",action.name)
                #print("Groups:")
                #for bone in action.groups:
                    #print("> Name: ",bone.name)
                    #print(dir(bone))
                
            print("[==== Action list End ====]")
            
            amatureobject = None #this is the armature set to none
            bonenames = [] #bone name of the armature bones list
            
            for arm in blender_armatures:
                amatureobject = arm
                
            print("\n[==== Armature Object ====]")
            if amatureobject != None:
                print("Name:",amatureobject.name)
                print("Number of bones:", len(amatureobject.pose.bones))
                for bone in amatureobject.pose.bones:
                    bonenames.append(bone.name)
            print("[=========================]")
            
            for ActionNLA in bpy.data.actions:
                print("\n==== Action Set ====")
                nobone = 0
                baction = True
                #print("\nChecking actions matching groups with bone names...")
                #Check if the bone names matches the action groups names
                for group in ActionNLA.groups:
                    for abone in bonenames:
                        #print("name:>>",abone)
                        if abone == group.name:
                            nobone += 1
                            break
                #if action groups matches the bones length and names matching the gourps do something
                if (len(ActionNLA.groups) == len(bonenames)) and (nobone == len(ActionNLA.groups)):
                    print("Action Set match: Pass")
                    baction = True
                else:
                    print("Action Set match: Fail")
                    print("Action Name:",ActionNLA.name)
                    baction = False
                
                if baction == True:
                    arm = amatureobject #set armature object
                    if not arm.animation_data:
                        print("======================================")
                        print("Check Animation Data: None")
                        print("Armature has no animation, skipping...")
                        print("======================================")
                        break
                        
                    if not arm.animation_data.action:
                        print("======================================")
                        print("Check Action: None")
                        print("Armature has no animation, skipping...")
                        print("======================================")
                        break
                    arm.animation_data.action = ActionNLA
                    act = arm.animation_data.action
                    action_name = act.name
                    
                    if not len(act.fcurves):
                        print("//===========================================================")
                        print("// None bone pose set keys for this action set... skipping...")
                        print("//===========================================================")
                        bHaveAction = False
                        
                    #this deal with action export control
                    if bHaveAction == True:
                        
                        print("Action Name:",action_name)
                        #look for min and max frame that current set keys
                        framemin, framemax = act.frame_range
                        #print("max frame:",framemax)
                        start_frame = int(framemin)
                        end_frame = int(framemax)
                        scene_frames = range(start_frame, end_frame+1)
                        frame_count = len(scene_frames)
                        #===================================================
                        anim = AnimInfoBinary()
                        anim.Name = action_name
                        anim.Group = "" #what is group?
                        anim.NumRawFrames = frame_count
                        anim.AnimRate = anim_rate
                        anim.FirstRawFrame = cur_frame_index
                        #===================================================
                        count_previous_keys = len(psa_file.RawKeys.Data)
                        print("Frame Key Set Count:",frame_count, "Total Frame:",frame_count)
                        #print("init action bones...")
                        unique_bone_indexes = {}
                        # bone lookup table
                        bones_lookup =  {}
                    
                        #build bone node for animation keys needed to be set
                        for bone in arm.data.bones:
                            bones_lookup[bone.name] = bone
                        #print("bone name:",bone.name)
                        frame_count = len(scene_frames)
                        #print ('Frame Count: %i' % frame_count)
                        pose_data = arm.pose
                    
                        #these must be ordered in the order the bones will show up in the PSA file!
                        ordered_bones = {}
                        ordered_bones = sorted([(psa_file.UseBone(x.name), x) for x in pose_data.bones], key=operator.itemgetter(0))
                        
                        #############################
                        # ORDERED FRAME, BONE
                        #for frame in scene_frames:
                        
                        for i in range(frame_count):
                            frame = scene_frames[i]
                            #LOUD
                            #print ("==== outputting frame %i ===" % frame)
                            
                            if frame_count > i+1:
                                next_frame = scene_frames[i+1]
                                #print "This Frame: %i, Next Frame: %i" % (frame, next_frame)
                            else:
                                next_frame = -1
                                #print "This Frame: %i, Next Frame: NONE" % frame
                            
                            #frame start from 1 as number one from blender
                            blender_scene.frame_set(frame)
                            
                            cur_frame_index = cur_frame_index + 1
                            for bone_data in ordered_bones:
                                bone_index = bone_data[0]
                                pose_bone = bone_data[1]
                                #print("[=====POSE NAME:",pose_bone.name)
                                
                                #print("LENG >>.",len(bones_lookup))
                                blender_bone = bones_lookup[pose_bone.name]
                                
                                #just need the total unique bones used, later for this AnimInfoBinary
                                unique_bone_indexes[bone_index] = bone_index
                                #LOUD
                                #print ("-------------------", pose_bone.name)
                                head = pose_bone.head
                                
                                posebonemat = mathutils.Matrix(pose_bone.matrix)
                                parent_pose = pose_bone.parent
                                if parent_pose != None:
                                    parentposemat = mathutils.Matrix(parent_pose.matrix)
                                    #blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
                                    posebonemat = parentposemat.invert() * posebonemat
                                head = posebonemat.translation_part()
                                quat = posebonemat.to_quat().normalize()
                                vkey = VQuatAnimKey()
                                vkey.Position.X = head.x
                                vkey.Position.Y = head.y
                                vkey.Position.Z = head.z
                                
                                if parent_pose != None:
                                    quat = make_fquat(quat)
                                else:
                                    quat = make_fquat_default(quat)
                                
                                vkey.Orientation = quat
                                #print("Head:",head)
                                #print("Orientation",quat)
                                
                                #time from now till next frame = diff / framesPerSec
                                if next_frame >= 0:
                                    diff = next_frame - frame
                                else:
                                    diff = 1.0
                                
                                #print ("Diff = ", diff)
                                vkey.Time = float(diff)/float(anim_rate)
                                
                                psa_file.AddRawKey(vkey)
                                
                        #done looping frames
                        #done looping armatures
                        #continue adding animInfoBinary counts here
                    
                        anim.TotalBones = len(unique_bone_indexes)
                        print("Bones Count:",anim.TotalBones)
                        anim.TrackTime = float(frame_count) / anim.AnimRate
                        print("Time Track Frame:",anim.TrackTime)
                        psa_file.AddAnimation(anim)
            print("==== Finish Action Build(s) ====")
        else:
            print("Exporting one action:",bpy.context.scene.unrealactionexportall)
            #list of armature objects
            for arm in blender_armatures:
                #check if there animation data from armature or something
                
                if not arm.animation_data:
                    print("======================================")
                    print("Check Animation Data: None")
                    print("Armature has no animation, skipping...")
                    print("======================================")
                    break
                    
                if not arm.animation_data.action:
                    print("======================================")
                    print("Check Action: None")
                    print("Armature has no animation, skipping...")
                    print("======================================")
                    break
                act = arm.animation_data.action
                #print(dir(act))
                action_name = act.name
                
                if not len(act.fcurves):
                    print("//===========================================================")
                    print("// None bone pose set keys for this action set... skipping...")
                    print("//===========================================================")
                    bHaveAction = False
                    
                #this deal with action export control
                if bHaveAction == True:
                    print("")
                    print("==== Action Set ====")
                    print("Action Name:",action_name)
                    #look for min and max frame that current set keys
                    framemin, framemax = act.frame_range
                    #print("max frame:",framemax)
                    start_frame = int(framemin)
                    end_frame = int(framemax)
                    scene_frames = range(start_frame, end_frame+1)
                    frame_count = len(scene_frames)
                    #===================================================
                    anim = AnimInfoBinary()
                    anim.Name = action_name
                    anim.Group = "" #what is group?
                    anim.NumRawFrames = frame_count
                    anim.AnimRate = anim_rate
                    anim.FirstRawFrame = cur_frame_index
                    #===================================================
                    count_previous_keys = len(psa_file.RawKeys.Data)
                    print("Frame Key Set Count:",frame_count, "Total Frame:",frame_count)
                    #print("init action bones...")
                    unique_bone_indexes = {}
                    # bone lookup table
                    bones_lookup =  {}
                
                    #build bone node for animation keys needed to be set
                    for bone in arm.data.bones:
                        bones_lookup[bone.name] = bone
                    #print("bone name:",bone.name)
                    frame_count = len(scene_frames)
                    #print ('Frame Count: %i' % frame_count)
                    pose_data = arm.pose
                
                    #these must be ordered in the order the bones will show up in the PSA file!
                    ordered_bones = {}
                    ordered_bones = sorted([(psa_file.UseBone(x.name), x) for x in pose_data.bones], key=operator.itemgetter(0))
                    
                    #############################
                    # ORDERED FRAME, BONE
                    #for frame in scene_frames:
                    
                    for i in range(frame_count):
                        frame = scene_frames[i]
                        #LOUD
                        #print ("==== outputting frame %i ===" % frame)
                        
                        if frame_count > i+1:
                            next_frame = scene_frames[i+1]
                            #print "This Frame: %i, Next Frame: %i" % (frame, next_frame)
                        else:
                            next_frame = -1
                            #print "This Frame: %i, Next Frame: NONE" % frame
                        
                        #frame start from 1 as number one from blender
                        blender_scene.frame_set(frame)
                        
                        cur_frame_index = cur_frame_index + 1
                        for bone_data in ordered_bones:
                            bone_index = bone_data[0]
                            pose_bone = bone_data[1]
                            #print("[=====POSE NAME:",pose_bone.name)
                            
                            #print("LENG >>.",len(bones_lookup))
                            blender_bone = bones_lookup[pose_bone.name]
                            
                            #just need the total unique bones used, later for this AnimInfoBinary
                            unique_bone_indexes[bone_index] = bone_index
                            #LOUD
                            #print ("-------------------", pose_bone.name)
                            head = pose_bone.head
                            
                            posebonemat = mathutils.Matrix(pose_bone.matrix)
                            parent_pose = pose_bone.parent
                            if parent_pose != None:
                                parentposemat = mathutils.Matrix(parent_pose.matrix)
                                #blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
                                posebonemat = parentposemat.invert() * posebonemat
                            head = posebonemat.translation_part()
                            quat = posebonemat.to_quat().normalize()
                            vkey = VQuatAnimKey()
                            vkey.Position.X = head.x
                            vkey.Position.Y = head.y
                            vkey.Position.Z = head.z
                            
                            if parent_pose != None:
                                quat = make_fquat(quat)
                            else:
                                quat = make_fquat_default(quat)
                            
                            vkey.Orientation = quat
                            #print("Head:",head)
                            #print("Orientation",quat)
                            
                            #time from now till next frame = diff / framesPerSec
                            if next_frame >= 0:
                                diff = next_frame - frame
                            else:
                                diff = 1.0
                            
                            #print ("Diff = ", diff)
                            vkey.Time = float(diff)/float(anim_rate)
                            
                            psa_file.AddRawKey(vkey)
                            
                    #done looping frames
                    #done looping armatures
                    #continue adding animInfoBinary counts here
                
                    anim.TotalBones = len(unique_bone_indexes)
                    print("Bones Count:",anim.TotalBones)
                    anim.TrackTime = float(frame_count) / anim.AnimRate
                    print("Time Track Frame:",anim.TrackTime)
                    psa_file.AddAnimation(anim)
                    print("==== Finish Action Build(s) ====")
        
    
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    exportmessage = "Export Finish"        
    
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    def fs_callback(filename, context):
    
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        #this deal with repeat export and the reset settings
        global bonedata, BBCount, nbone, exportmessage
        bonedata = []#clear array
        BBCount = 0
        nbone = 0
        
        start_time = time.clock()
        
        print ("========EXPORTING TO UNREAL SKELETAL MESH FORMATS========\r\n")
        print("Blender Version:", bpy.app.version_string)
        
        psk = PSKFile()
        psa = PSAFile()
        
        #sanity check - this should already have the extension, but just in case, we'll give it one if it doesn't
        psk_filename = make_filename_ext(filename, '.psk')
        
        #make the psa filename
        psa_filename = make_filename_ext(filename, '.psa')
        
        print ('PSK File: ' +  psk_filename)
        print ('PSA File: ' +  psa_filename)
        
        barmature = True
        bmesh = True
        blender_meshes = []
        blender_armature = []
        selectmesh = []
        selectarmature = []
        
        current_scene = context.scene
        cur_frame = current_scene.frame_current #store current frame before we start walking them during animation parse
        objects = current_scene.objects
        
        print("Checking object count...")
        for next_obj in objects:
            if next_obj.type == 'MESH':
                blender_meshes.append(next_obj)
                if (next_obj.select):
                    #print("mesh object select")
                    selectmesh.append(next_obj)
            if next_obj.type == 'ARMATURE':
                blender_armature.append(next_obj)
                if (next_obj.select):
                    #print("armature object select")
                    selectarmature.append(next_obj)
        
        print("Mesh Count:",len(blender_meshes)," Armature Count:",len(blender_armature))
        print("====================================")
        print("Checking Mesh Condtion(s):")
        if len(blender_meshes) == 1:
            print(" - One Mesh Scene")
        elif (len(blender_meshes) > 1) and (len(selectmesh) == 1):
            print(" - One Mesh [Select]")
        else:
            print(" - Too Many Meshes!")
            print(" - Select One Mesh Object!")
            bmesh = False
        print("====================================")
        print("Checking Armature Condtion(s):")
        if len(blender_armature) == 1:
            print(" - One Armature Scene")
        elif (len(blender_armature) > 1) and (len(selectarmature) == 1):
            print(" - One Armature [Select]")
        else:
            print(" - Too Armature Meshes!")
            print(" - Select One Armature Object Only!")
            barmature = False
        
        if     (bmesh == False) or (barmature == False):
            exportmessage = "Export Fail! Check Log."
            print("=================================")
            print("= Export Fail!                  =")
            print("=================================")
        else:
            exportmessage = "Export Finish!"
            #need to build a temp bone index for mesh group vertex
            BoneIndexArmature(blender_armature)
    
            try:
                #######################
                # STEP 1: MESH DUMP
                # we build the vertexes, wedges, and faces in here, as well as a vertexgroup lookup table
                # for the armature parse
                print("//===============================")
                print("// STEP 1")
                print("//===============================")
                parse_meshes(blender_meshes, psk)
            except:
                context.scene.frame_set(cur_frame) #set frame back to original frame
                print ("Exception during Mesh Parse")
                raise
            
            try:
                #######################
                # STEP 2: ARMATURE DUMP
                # IMPORTANT: do this AFTER parsing meshes - we need to use the vertex group data from 
                # the mesh parse in here to generate bone influences
                print("//===============================")
                print("// STEP 2")
                print("//===============================")
                parse_armature(blender_armature, psk, psa) 
                
            except:
                context.scene.frame_set(cur_frame) #set frame back to original frame
                print ("Exception during Armature Parse")
                raise
    
            try:
                #######################
                # STEP 3: ANIMATION DUMP
                # IMPORTANT: do AFTER parsing bones - we need to do bone lookups in here during animation frames
                print("//===============================")
                print("// STEP 3")
                print("//===============================")
                parse_animation(current_scene, blender_armature, psa) 
                
            except:
                context.scene.frame_set(cur_frame) #set frame back to original frame
                print ("Exception during Animation Parse")
                raise
    
            # reset current frame
            
            context.scene.frame_set(cur_frame) #set frame back to original frame
            
            ##########################
            # FILE WRITE
            print("//===========================================")
            print("// bExportPsk:",bpy.context.scene.unrealexportpsk," bExportPsa:",bpy.context.scene.unrealexportpsa)
            print("//===========================================")
            if bpy.context.scene.unrealexportpsk == True:
                print("Writing Skeleton Mesh Data...")
                #RG - dump psk file
                psk.PrintOut()
                file = open(psk_filename, "wb") 
                file.write(psk.dump())
                file.close() 
                print ("Successfully Exported File: " + psk_filename)
            if bpy.context.scene.unrealexportpsa == True:
                print("Writing Animaiton Data...")
                #RG - dump psa file
                if not psa.IsEmpty():
                    psa.PrintOut()
                    file = open(psa_filename, "wb") 
                    file.write(psa.dump())
                    file.close() 
                    print ("Successfully Exported File: " + psa_filename)
                else:
                    print ("No Animations (.psa file) to Export")
    
            print ('PSK/PSA Export Script finished in %.2f seconds' % (time.clock() - start_time))
            print( "Current Script version: ",bl_addon_info['version'])
            #MSG BOX EXPORT COMPLETE
            #...
    
            #DONE
            print ("PSK/PSA Export Complete")
    
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        print("//============================")
        print("// running psk/psa export...")
        print("//============================")
        fs_callback(path, context)
        pass
    
    
    from bpy.props import *
    
    exporttypedata = []
    
    # [index,text field,0] #or something like that
    exporttypedata.append(("0","PSK","Export PSK"))
    exporttypedata.append(("1","PSA","Export PSA"))
    exporttypedata.append(("2","ALL","Export ALL"))
    
    
    bpy.types.Scene.unrealfpsrate = IntProperty(
    
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        name="fps rate",
        description="Set the frame per second (fps) for unreal.",
        default=24,min=1,max=100)
        
    
    bpy.types.Scene.unrealexport_settings = EnumProperty(
    
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        name="Export:",
        description="Select a export settings (psk/psa/all)...",
        items = exporttypedata, default = '0')
            
    
    bpy.types.Scene.unrealtriangulatebool = BoolProperty(
    
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        name="Triangulate Mesh",
        description="Convert Quad to Tri Mesh Boolean...",
        default=False)
        
    
    bpy.types.Scene.unrealactionexportall = BoolProperty(
    
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        name="All Actions",
        description="This let you export all the actions from current armature that matches bone name in action groups names.",
        default=False)    
        
    
    bpy.types.Scene.unrealexportpsk = BoolProperty(
    
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        name="bool export psa",
        description="bool for exporting this psk format",
        default=True)
        
    
    bpy.types.Scene.unrealexportpsa = BoolProperty(
    
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        name="bool export psa",
        description="bool for exporting this psa format",
        default=True)
    
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        global exportmessage
        '''Export Skeleton Mesh / Animation Data file(s)'''
        bl_idname = "export.udk_anim_data" # this is important since its how bpy.ops.export.udk_anim_data is constructed
        bl_label = "Export PSK/PSA"
        __doc__ = "One mesh and one armature else select one mesh or armature to be exported."
    
        # List of operator properties, the attributes will be assigned
        # to the class instance from the operator settings before calling.
    
        filepath = StringProperty(name="File Path", description="Filepath used for exporting the PSA file", maxlen= 1024, default= "", subtype='FILE_PATH')
        pskexportbool = BoolProperty(name="Export PSK", description="Export Skeletal Mesh", default= True)
        psaexportbool = BoolProperty(name="Export PSA", description="Export Action Set (Animation Data)", default= True)
        actionexportall = BoolProperty(name="All Actions", description="This will export all the actions that matches the current armature.", default=False)
    
        @classmethod
        def poll(cls, context):
            return context.active_object != None
    
        def execute(self, context):
            #check if  skeleton mesh is needed to be exported
            if (self.pskexportbool):
                bpy.context.scene.unrealexportpsk = True
            else:
                bpy.context.scene.unrealexportpsk = False
            #check if  animation data is needed to be exported
            if (self.psaexportbool):
                bpy.context.scene.unrealexportpsa = True
            else:
                bpy.context.scene.unrealexportpsa = False
                
            if (self.actionexportall):
                bpy.context.scene.unrealactionexportall = True
            else:
                bpy.context.scene.unrealactionexportall = False
            
            write_data(self.filepath, context)
            
            self.report({'WARNING', 'INFO'}, exportmessage)
            return {'FINISHED'}
            
        def invoke(self, context, event):
            wm = context.window_manager
            wm.fileselect_add(self)
            return {'RUNNING_MODAL'}
    
    class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel):
    
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        bl_space_type = "VIEW_3D"
        bl_region_type = "TOOLS"
        bl_label = "Unreal Tools"
        
        @classmethod
        def poll(cls, context):
            return context.active_object
    
        def draw(self, context):
            layout = self.layout
            rd = context.scene
            layout.prop(rd, "unrealexport_settings",expand=True)        
            layout.operator("object.UnrealExport")#button
            #FPS #it use the real data from your scene
            layout.prop(rd.render, "fps")
            
            layout.prop(rd, "unrealactionexportall")
            #row = layout.row()
            #row.label(text="Action Set(s)(not build)")
            #for action in  bpy.data.actions:
                #print(dir( action))
                #print(action.frame_range)
                #row = layout.row()
                #row.prop(action, "name")
                
                #print(dir(action.groups[0]))
                #for g in action.groups:#those are bones
                    #print("group...")
                    #print(dir(g))
                    #print("////////////")
                    #print((g.name))
                    #print("////////////")
                
                #row.label(text="Active:" + action.select)
            btrimesh = False
            
    
    class OBJECT_OT_UnrealExport(bpy.types.Operator):
    
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        global exportmessage
        bl_idname = "OBJECT_OT_UnrealExport"
        bl_label = "Unreal Export"
        __doc__ = "Select export setting for .psk/.psa or both."
        
        def invoke(self, context, event):
            print("Init Export Script:")
            if(int(bpy.context.scene.unrealexport_settings) == 0):
                bpy.context.scene.unrealexportpsk = True
                bpy.context.scene.unrealexportpsa = False
                print("Exporting PSK...")
            if(int(bpy.context.scene.unrealexport_settings) == 1):
                bpy.context.scene.unrealexportpsk = False
                bpy.context.scene.unrealexportpsa = True
                print("Exporting PSA...")
            if(int(bpy.context.scene.unrealexport_settings) == 2):
                bpy.context.scene.unrealexportpsk = True
                bpy.context.scene.unrealexportpsa = True
                print("Exporting ALL...")
    
            default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
            fs_callback(default_path, bpy.context)
            
            #self.report({'WARNING', 'INFO'}, exportmessage)
            self.report({'INFO'}, exportmessage)
            return{'FINISHED'}    
    
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        #bpy.context.scene.unrealexportpsk = True
        #bpy.context.scene.unrealexportpsa = True
        default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
        self.layout.operator("export.udk_anim_data", text="Skeleton Mesh / Animation Data (.psk/.psa)").filepath = default_path
    
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        bpy.types.INFO_MT_file_export.append(menu_func)
    
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        bpy.types.INFO_MT_file_export.remove(menu_func)
    
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        register()